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Add a way to use potion and spells before Flee #644

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lionaneesh opened this issue Dec 21, 2024 · 2 comments · Fixed by #645
Closed

Add a way to use potion and spells before Flee #644

lionaneesh opened this issue Dec 21, 2024 · 2 comments · Fixed by #645
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feature request This is a request for a new feature, or an expansion of an existing feature.

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@lionaneesh
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for example: A mage is at 30% hp and suddenly aggro by 1 more mob. Then it starts to flee and it want to cast FrostNova and Pop a healing potion before starting to navigate. As this will improve the chances of escaping a lot.

@lionaneesh lionaneesh added the feature request This is a request for a new feature, or an expansion of an existing feature. label Dec 21, 2024
@Xian55
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Xian55 commented Dec 21, 2024

Gooday, its a good idea, and its somewhat easy to incorporate, well at least adding the most basic support to be able to use any KeyActions while the FleeGoal is active.

Added with #645

Here's a snippet which allows you achieve your goal.
its important to keep in mind that the first action called Flee is important to remain as its used for the FleeGoal condition to be executed at all.

"Flee": {
  "Sequence": [
    {
      "Name": "Flee",
      "Requirement": "MobCount > 1" //&& Health% < 50
    },
    {
      "Name": "Frost Nova",
      "Key": 6,
      "Requirement": "InMeleeRange"
    },
    {
      "Name": "HP Potion",
      "Key": 7,
      "Requirement": "Health% < 50"
    },
    {
      "name": "Blink",
      "Key": "F3",
      "Requirement": "!InMeleeRange"
    }
  ]
},

Although Blink may cause issues with the Navigation. Be advised.

@Xian55
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Xian55 commented Dec 21, 2024

Also added more examples when the FleeGoal could be used in the Readme.md

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Labels
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